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Second, interceptor is much better here, stick to that.
Third - blockade and attack only non-military ships. Merchants, smugglers, etc. Surprisingly enough, they're not half as tough as your militant guys.
https://steamcommunity.com/app/335620/discussions/4/2534848209927685855/
Should be easy peasy on Normal.
A: Experience - Pirate
B: Ship
C: Attributes split between charisma and reslience
D: Skills - Put them all in intimidate
E: Contacts - A smuggler
Here's the thing about First Blood: It demands you learn how to fight well. I went from knowing nothing about ship combat to going for this so I spent some time learning harsh lessons with death spirals and executions.
When leveling your officers, look for anyone with combat skills on their stats, give them a job to help with that and make them fight. Put Combat Medic on your doctor and take a healing ability (I took the doctor one that heals the most hp on one target). Take the extra salvage ability on the mechanic. Take talents that will help you stay in control of the fight, and take sharp steering a couple times since it lets you close in and run if needed so it has versatility.
The most important thing you need to learn for First Blood is pick your fights well. If you see a military ship, avoid the fight or run once in combat. I lost more captains because I picked I fight I should have let go than I should have. You only need one fight every ten weeks on average, so don't panic too much if you get a few weeks in and haven't gotten anything yet.
Mostly, I just patrol the nearest not my faction planet, Zenrin in this case lux pop. I went Cadar for this run. My seed was st-v01-20-2-82736657 .
Upgrades: I used boarding a lot and used the gunner talent that let me board at range 3 so I rushed a weapons locker 3 so I had a bit of an edge there. Upgrade ship weapons when you can but if you choose easy fights this isn't a huge deal.
Deliver the arbiter to Faen and buy two levels of trade permits so you have a place to sell most of the loot up to permit level 2.
Hopefully this helps. It's not an easy achievement, but there's a lot you learn getting it that's valuable.
Now, start patrolling or blockaiding whoever is in the zone that isn't your main faction. Do not leave your starting system. If the cards that come up for patrol that probably will screw you switch to blockaiding. Once that runs out of decent options or you need to repair go do that and repeat the patrol cycle.
Money you get early game should immediately replace the passenger cabin with a defense matrix, pilot or nav assist. Upgrade ship weaponry.
The first 1-3 fights, if you get past them, you got this in the bag pretty much.
Besides command your most imporant ship skills are going to be pilot, navigation, and electronics. It's not a bad idea to make your officer a pilot/navigator/pirate off the bat.
Overall, Palace Interceptor ftw, you can do this, you got this, yuss.
I never realized that command makes such a difference. I had been putting my points into intimidate for the blockades.
*Edit* - Yay, I finally did it! For anyone thats curious, it seems that following the max command crew really made a difference. I still had about 20 weeks remaining when I finished the achievement, and didn't have a fight that I took more than 2-3 hits from the enemy ship.
You really only need to do two things.
Get a decent bonus in tactics (for the ship combat) and have lots of engineers for the talents that repair ship components after a successful combat (lvl 5) and when you dock (lvl 1). That means taking the military commander as your contact.
So as soon as I first land I get rid of the crew combat crew and a couple of e-techs.
I then run missions exclusively for the military commander until I can recruit lvl 6+ engineers.
The problem in killing 10 ships in 1040 turns (2 years) is the repair time, not outmatching the ships.
I go the patrol method (which helps keep whatever planet you are above friendly for repairs, spice and doctoring etc.) and use the lvl 1 crew dog re-roll skill and the lvl 5 gunner 'remove patrol card' one as and when needed (although apart from xeno or crew death there isn't anything you care about really - I often found myself removing the missed turn even as I'm against the clock).
As for weapons I just take 2 of the highest level range 4 missile batteries I can afford and then update the range 5 missile as well. Stay at range 4 if possible.
I might take a spy or merchant down opportunistically earlier but it's about turn 800 when I park in orbit and start chaining the kills...
Probably the easiest set up for this unlock would be:
Your first priority would be to get enough money to get a few DPMs and decent weapons on your ships (200 K should be enough) after that, blockade or patrol until you get the unlock. Blockade will get you more money, but Patrol will put you in orbit of a friendly planet if you need to repair or refuel. Try to fight the 5000 m ships, most of them are really easy kills.
Then just simply parked myself in orbit and patrolled til I got the unlock. Landing between each fight to heal up. Had plenty of time to spare.